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Topic: Game engine (Read 20299 times)

returnig to the game engine topic, i personally think that unity would be a great choice based on the fact that is a very popular platform right now, so it's going to be easier to find collaborators with good knoledge of the language.Or there are going to be a lot of resources to learn from.

PD: Hi! it's my first post. Im happy to see that the project is still going!

It took a while i've been on board with unity specially seeing some of the racing game tailored packages available in the store. One thing bothers/worries me no one has released a serious racing game with it. All I ever see are cartoony or arcade mobile racing games.

That is pretty much it but, by feels good i mean some what realistic. in fact if any thing it is mater of physics plus handling combined. we can't get super sim close but, could get close, think gta iv but, tweaked.

I think, as I've said elsewhere on the boards today (Hello, everyone, I'm not here. , that Street Rod 2, because it was about modding, never achieved perfect simulation. Given the higher standards today, obviously we want this game to be better than NFS and this other junk that's being produced right now, but I don't care if these cars are not perfect replications of what the cars are like in stock trim. Indeed, they're supposed to be hot rods. A stock one should run roughly like a stock one, but being extreme about it might not be a good idea.

On another point, making this game port-able is also a good idea, including for mobile devices, as the computer gaming world may be in transition to (a) new operating dominant system(s) at the moment. Windows and Mac OS are in decline, while Linux, Android (okay that's Linux), iOS, and even Unix are all being used more than ever before. I'm sure I'm not the first person to say this.

I would be happy with either of the above engines, and will endorse the engine most supported by the people who have to write the code. If I participate in this project, I expect more to be involved in content generation, as I was on Redline (although independently with many other plug developers, not while working for Ambrosia). Again, I won't be saying anything new if I press the coders to decide before everyone loses interest. As of now, this project (according to what I've read) has been even longer in development than Redline.

Unity actually makes the game portable the new unity would allow us to do win/mac/linux and possibly mobile device but, i know mobile device would need a new set of low poly art, the up shot to that is you coulds use that second set of low poly/res assets to make version for older/lower end computers as well.

Content generation for the this project has good chance as being as hard and or time consuming as the coding if not harder and or longer.

I think I'm the only standing team ember who has been around since the early 2000s but, there is/was a lot planned for sr3 with issues that still have to planned or panned out.

The later two versions (at least) of MS Flight Simulator actually had the option of doing multiple aircraft models for different resolutions. It avoided defeating itself by only loading the one called for. Usually there were two models and two texture sets, but I heard of developers who did more. The AI planes generally were low-res, while player planes in hi-res were the higher ones. The multiple models were for upgrading the resolution as you got closer to the planes, but this was only done in a few very advanced cases (usually dedicated AI plane packs). I'm not saying that we should do this for SR3, but maybe having support for it would be good for those who want to try. In turn, the lowest-res models could go into the mobile version....or maybe by the time the new SR3 is released mobile devices will have gotten back to Macbook-level performance (once people have realized that the iPad and the Galaxy have been ripoffs). Until the iPad, after all, computers had been becoming unimaginably more powerful year after year, and so worries about apps being system hogs often turned out to be unfounded.

since unity and OUYA are working hand-in-hand right now, i'm sure the hardware AND unity will be optimised together to have the best performance.also, i did some tests, i made some builds with non-mobile projects, and it ran pretty smoothly on the nexus 7, which has the same CPU as OUYA.